Redmarkus5
Posts: 4456
Joined: 12/1/2007 From: 0.00 Status: offline
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quote:
ORIGINAL: MechFO I think that using air counters to represent airfields is quite functional. Where I agree there is a problem is with the numbers on the map, mainly with the Soviets. As I posted before, there seems to be some weird Support Needs calculation going on which means that the 250 Support Squads can't even support a full KG. This means that Airfield counters can be overloaded at 70-80 level bombers (ignoring HQ Support bonus). If this could be f.e. doubled, this would help a lot. Fighters/Recon/Tac Bombers can already be packed to a much higher practical limit. What I think is needed is to force the AI to add Air units to Airfields until all available counters have a minimum of 250-300 AC before it creates a new Airfield unit. If necessary one can also increase the Support Squad allocation. In addition, this would also help to make Airfield attacks worthwhile, while at the same time reducing the counter bloat. Don't forget that every additional counter on the map (air support units, rail repair units (plus Submarines and Naval Task Forces in WiTE 2, I guess) represents a factor affecting stacking limits (as in - you can't stack 3 combat units in a hex AND repair the rail line, which is kind of strange) as well as an additional mouse-click - running into many 1000s of clicks. Plus they hide the map and affect planning at some level - remove units is another click and restore units is one more. Now, any UI designer will tell you that one key goal of application design is the minimisation of mouse-clicks. How many times I have heard a client say "Too many clicks!" We ignore this at our peril. The life cycle of this game is a function of the number of units sold, so pleasing the majority of punters is a critical success factor, IMO.
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WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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